public ref class Constants abstract sealed
{
public:
	literal int SdkVersion = D3D10_SDK_VERSION;
	static Guid GuidDeviceType = IID_Converter::ToManaged(GUID_DeviceType);

	literal int x16BitIndexStripCutValue = D3D10_16BIT_INDEX_STRIP_CUT_VALUE;
	literal int x32BitIndexStripCutValue = D3D10_32BIT_INDEX_STRIP_CUT_VALUE;
	literal int x8BitIndexStripCutValue = D3D10_8BIT_INDEX_STRIP_CUT_VALUE;
	literal int ArrayAxixAddressRangeBitCount = D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT;
	literal int ClipOrCullDistanceCount = D3D10_CLIP_OR_CULL_DISTANCE_COUNT;
	literal int ClipOrCullDistanceElementCount = D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT;
	literal int CommonShaderConstantBufferApiSlotCount = D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
	literal int CommonShaderConstantBufferComponents = D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS;
	literal int CommonShaderConstantBufferComponentBitCount = D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT;
	literal int CommonShaderConstantBufferHW_SlotCount = D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT;
	literal int CommonShaderConstantBufferRegisterComponents = D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS;
	literal int CommonShaderConstantBufferRegisterCount = D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT;
	literal int CommonShaderConstantBufferRegisterReadsPerInstruction = D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST;
	literal int CommonShaderConstantBufferRegisterReadPorts = D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS;
	literal int CommonShaderFlowControlNestingLimit = D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT;
	literal int CommonShaderImmediateConstantBufferRegisterComponents = D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS;
	literal int CommonShaderImmediateConstantBufferRegisterCount = D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT;
	literal int CommonShaderImmediateConstantBufferRegisterReadsPerInstruction = D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST;
	literal int CommonShaderImmediateConstantBufferRegisterReadPorts = D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS;
	literal int CommonShaderImmediateValueComponentBitCount = D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT;
	literal int CommonShaderInputResourceRegisterComponents = D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS;
	literal int CommonShaderInputResourceRegisterCount = D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT;
	literal int CommonShaderInputResourceRegisterReadsPerInstruction = D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST;
	literal int CommonShaderInputResourceRegisterReadPorts = D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS;
	literal int CommonShaderInputResourceSlotCount = D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT;
	literal int CommonShaderSamplerRegisterComponents = D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS;
	literal int CommonShaderSamplerRegisterCount = D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT;
	literal int CommonShaderSamplerRegisterReadsPerInstruction = D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST;
	literal int CommonShaderSamplerRegisterReadPorts = D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS;
	literal int CommonShaderSamplerSlotCount = D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
	literal int CommonShaderSubroutineNestingLimit = D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT;
	literal int CommonShaderTemporaryRegisterComponents = D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS;
	literal int CommonShaderTemporaryRegisterComponentBitCount = D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT;
	literal int CommonShaderTemporaryRegisterCount = D3D10_COMMONSHADER_TEMP_REGISTER_COUNT;
	literal int CommonShaderTemporaryRegisterReadsPerInstruction = D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST;
	literal int CommonShaderTemporaryRegisterReadPorts = D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS;
	literal int CommonShaderTextureCoordinateRangeReductionMaximum = D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX;
	literal int CommonShaderTextureCoordinateRangeReductionMinimum = D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN;
	literal int CommonShaderTexelOffsetMaximumNegative = D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
	literal int CommonShaderTexelOffsetMaximumPositive = D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
	literal float DefaultBlendFactorAlpha = D3D10_DEFAULT_BLEND_FACTOR_ALPHA;
	literal float DefaultBlendFactorBlue = D3D10_DEFAULT_BLEND_FACTOR_BLUE;
	literal float DefaultBlendFactorGreen = D3D10_DEFAULT_BLEND_FACTOR_GREEN;
	literal float DefaultBlendFactorRed = D3D10_DEFAULT_BLEND_FACTOR_RED;
	literal float DefaultBorderColorComponent = D3D10_DEFAULT_BORDER_COLOR_COMPONENT;
	literal int DefaultDepthBias = D3D10_DEFAULT_DEPTH_BIAS;
	literal float DefaultDepthBiasClamp = D3D10_DEFAULT_DEPTH_BIAS_CLAMP;
	literal float DefaultMaximumAnisotropy = D3D10_DEFAULT_MAX_ANISOTROPY;
	literal float DefaultMipLodBias = D3D10_DEFAULT_MIP_LOD_BIAS;
	literal int DefaultRenderTargetArrayIndex = D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX;
	literal int DefaultSampleMask = D3D10_DEFAULT_SAMPLE_MASK;
	literal int DefaultScissorEndX = D3D10_DEFAULT_SCISSOR_ENDX;
	literal int DefaultScissorEndY = D3D10_DEFAULT_SCISSOR_ENDY;
	literal int DefaultScissorStartX = D3D10_DEFAULT_SCISSOR_STARTX;
	literal int DefaultScissorStartY = D3D10_DEFAULT_SCISSOR_STARTY;
	literal float DefaultSlopeScaledDepthBias = D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
	literal int DefaultStencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
	literal int DefaultStencilReference = D3D10_DEFAULT_STENCIL_REFERENCE;
	literal int DefaultStencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
	literal int DefaultViewportAndScissorRectangleIndex = D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX;
	literal int DefaultViewportHeight = D3D10_DEFAULT_VIEWPORT_HEIGHT;
	literal float DefaultViewportMaximumDepth = D3D10_DEFAULT_VIEWPORT_MAX_DEPTH;
	literal float DefaultViewportMinimumDepth = D3D10_DEFAULT_VIEWPORT_MIN_DEPTH;
	literal int DefaultViewportTopLeftX = D3D10_DEFAULT_VIEWPORT_TOPLEFTX;
	literal int DefaultViewportTopLeftY = D3D10_DEFAULT_VIEWPORT_TOPLEFTY;
	literal int DefaultViewportWidth = D3D10_DEFAULT_VIEWPORT_WIDTH;
	literal double Float16FusedToleranceInUlp = D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP;
	literal float Float32MAximum = D3D10_FLOAT32_MAX;
	literal float Float32ToIntegerToleranceInUlp = D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP;
	literal float FloatToSrgbExponentDenominator = D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR;
	literal float FloatToSrgbExponentNumerator = D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR;
	literal float FloatToSrgbOffset = D3D10_FLOAT_TO_SRGB_OFFSET;
	literal float FloatToSrgbScale1 = D3D10_FLOAT_TO_SRGB_SCALE_1;
	literal float FloatToSrgbScale2 = D3D10_FLOAT_TO_SRGB_SCALE_2;
	literal float FloatToSrgbThreshold = D3D10_FLOAT_TO_SRGB_THRESHOLD;
	literal float FloatToIntegerInstructionMaximumInput = D3D10_FTOI_INSTRUCTION_MAX_INPUT;
	literal float FloatToIntegerInstructionMinimumInput = D3D10_FTOI_INSTRUCTION_MIN_INPUT;
	literal float FloatToUnsignedIntegerInstructionMaximumInput = D3D10_FTOU_INSTRUCTION_MAX_INPUT;
	literal float FloatToUnsignedIntegerInstructionMinimumInput = D3D10_FTOU_INSTRUCTION_MIN_INPUT;
	literal int GeometryShaderInputPrimaryConstantRegisterComponents = D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS;
	literal int GeometryShaderInputPrimaryConstantRegisterComponentBitCount = D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT;
	literal int GeometryShaderInputPrimaryConstantRegisterCount = D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT;
	literal int GeometryShaderInputPrimaryConstantRegisterReadsPerInstruction = D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST;
	literal int GeometryShaderInputPrimaryConstantRegisterReadPorts = D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS;
	literal int GeometryShaderInputRegisterComponents = D3D10_GS_INPUT_REGISTER_COMPONENTS;
	literal int GeometryShaderInputRegisterComponentBitCount = D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int GeometryShaderInputRegisterCount = D3D10_GS_INPUT_REGISTER_COUNT;
	literal int GeometryShaderInputRegisterReadsPerInstruction = D3D10_GS_INPUT_REGISTER_READS_PER_INST;
	literal int GeometryShaderInputRegisterReadPorts = D3D10_GS_INPUT_REGISTER_READ_PORTS;
	literal int GeometryShaderInputRegisterVertices = D3D10_GS_INPUT_REGISTER_VERTICES;
	literal int GeometryShaderOutputElements = D3D10_GS_OUTPUT_ELEMENTS;
	literal int GeometryShaderOutputRegisterComponents = D3D10_GS_OUTPUT_REGISTER_COMPONENTS;
	literal int GeometryShaderOutputRegisterComponentBitCount = D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int GeometryShaderOutputRegisterCount = D3D10_GS_OUTPUT_REGISTER_COUNT;
	literal int InputAssemblerDefaultIndexBufferOffsetInBytes = D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES;
	literal int InputAssemblerDefaultPrimitiveTopology = D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY;
	literal int InputAssemblerDefaultVertexBufferOffsetInBytes = D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES;
	literal int InputAssemblerIndexInputResourceSlotCount = D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT;
	literal int InputAssemblerInstanceIdBitCount = D3D10_IA_INSTANCE_ID_BIT_COUNT;
	literal int InputAssemblerIntegerArithmeticBitCount = D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT;
	literal int InputAssemblerPrimitiveIdBitCount = D3D10_IA_PRIMITIVE_ID_BIT_COUNT;
	literal int InputAssemblerVertexIdBitCount = D3D10_IA_VERTEX_ID_BIT_COUNT;
	literal int InputAssemblerVertexInputResourceSlotCount = D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
	literal int InputAssemblerVertexInputStructureElementsComponents = D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS;
	literal int InputAssemblerVertexInputStructureElementCount = D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT;
	literal int IntegerDivideByZeroQuotient = D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT;
	literal int IntegerDivideByZeroRemainder = D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER;
	literal float LinearGamma = D3D10_LINEAR_GAMMA;
	literal float MaximumBorderColorComponent = D3D10_MAX_BORDER_COLOR_COMPONENT;
	literal float MaximumDepth = D3D10_MAX_DEPTH;
	literal int MaximumMaximumAnisotropy = D3D10_MAX_MAXANISOTROPY;
	literal int MaximumMultisampleSampleCount = D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT;
	literal float MaximumPositionValue = D3D10_MAX_POSITION_VALUE;
	literal int MaximumTextureDimension2ToExp = D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP;
	literal float MinimumBorderColorComponent = D3D10_MIN_BORDER_COLOR_COMPONENT;
	literal float MinimumDepth = D3D10_MIN_DEPTH;
	literal int MinimumMaximumAnisotropy = D3D10_MIN_MAXANISOTROPY;
	literal float MipLodBiasMaximum = D3D10_MIP_LOD_BIAS_MAX;
	literal float MipLodBiasMinimum = D3D10_MIP_LOD_BIAS_MIN;
	literal int MipLodFractionalBitCount = D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT;
	literal int MipLodRangeBitCount = D3D10_MIP_LOD_RANGE_BIT_COUNT;
	literal float MultisampleAntialiasLineWidth = D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH;
	literal int NonsampleFetchOutOfRangeAccessResult = D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT;
	literal int PixelAddressRangeBitCount = D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT;
	literal int PreScissorPixelAddressRangeBitCount = D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT;
	literal int PixelShaderFrontFacingDefaultValue = D3D10_PS_FRONTFACING_DEFAULT_VALUE;
	literal int PixelShaderFrontFacingFalseValue = D3D10_PS_FRONTFACING_FALSE_VALUE;
	literal int PixelShaderFrontFacingTrueValue = D3D10_PS_FRONTFACING_TRUE_VALUE;
	literal int PixelShaderInputRegisterComponents = D3D10_PS_INPUT_REGISTER_COMPONENTS;
	literal int PixelShaderInputRegisterComponentBitCount = D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int PixelShaderInputRegisterCount = D3D10_PS_INPUT_REGISTER_COUNT;
	literal int PixelShaderInputRegisterReadsPerInstruction = D3D10_PS_INPUT_REGISTER_READS_PER_INST;
	literal int PixelShaderInputRegisterReadPorts = D3D10_PS_INPUT_REGISTER_READ_PORTS;
	literal float PixelShaderLegacyPixelCenterFractionalComponent = D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT;
	literal int PixelShaderOutputDepthRegisterComponents = D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS;
	literal int PixelShaderOutputDepthRegisterComponentBitCount = D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT;
	literal int PixelShaderOutputDepthRegisterCount = D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT;
	literal int PixelShaderOutputRegisterComponents = D3D10_PS_OUTPUT_REGISTER_COMPONENTS;
	literal int PixelShaderOutputRegisterComponentBitCount = D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int PixelShaderOutputRegisterCount = D3D10_PS_OUTPUT_REGISTER_COUNT;
	literal float PixelShaderPixelCenterFractionalComponent = D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT;
	literal int RequirementBlendObjectCountPerCentext = D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT;
	literal int RequirementBufferResourceTexelCount2ToExp = D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP;
	literal int RequirementConstantBufferElementCount = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
	literal int RequirementDepthStencilObjectCountPerContext = D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT;
	literal int RequirementDrawIndexedIndexCount2ToExp = D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP;
	literal int RequirementDrawVertexCount2ToExp = D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP;
	literal int RequirementFilteringHW_AddressableResourceDimension = D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION;
	literal int RequirementGeometyShaderInvocation32BitOutputComponentLimit = D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT;
	literal int RequirementImmediateConstantBufferElementCount = D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT;
	literal int RequirementMaximumAnisotropy = D3D10_REQ_MAXANISOTROPY;
	literal int RequirementMipLevels = D3D10_REQ_MIP_LEVELS;
	literal int RequirementMultiElementStructureSizeInBytes = D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES;
	literal int RequirementRasterizerObjectCountPerContext = D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT;
	literal int RequirementRenderToBufferWindowWidth = D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH;
	literal int RequirementResourceSizeInMegabytes = D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES;
	literal int RequirementResourceViewCountPerContext2ToExp = D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP;
	literal int RequirementSamplerObjectCountPerContext = D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT;
	literal int RequirementTexture1D_ArrayAxisDimension = D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION;
	literal int RequirementTexture1D_U_Dimension = D3D10_REQ_TEXTURE1D_U_DIMENSION;
	literal int RequirementTexture2D_ArrayAxisDimension = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
	literal int RequirementTexture2D_U_OrV_Dimension = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
	literal int RequirementTexture3D_U_V_OrW_Dimension = D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
	literal int RequirementTextureCubeDimension = D3D10_REQ_TEXTURECUBE_DIMENSION;
	literal int ResinfoInstructionMissingComponentReturnValue = D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL;
	literal int ShaderMajorVersion = D3D10_SHADER_MAJOR_VERSION;
	literal int ShaderMinorVersion = D3D10_SHADER_MINOR_VERSION;
	literal int ShiftInstructionPadValue = D3D10_SHIFT_INSTRUCTION_PAD_VALUE;
	literal int ShiftInstructionShiftValueBitCount = D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT;
	literal int SimultaneousRenderTargetCount = D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
	literal int StreamOutputBufferMaximumStrideInBytes = D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES;
	literal int StreamOutputBufferMaximumWriteWindowInBytes = D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES;
	literal int StreamOutputBufferSlotCount = D3D10_SO_BUFFER_SLOT_COUNT;
	literal int StreamOutputDDI_RegisterIndexDenotingGap = D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP;
	literal int StreamOutputMiltipleBufferElementsPerBuffer = D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER;
	literal int StreamOutputSingleBufferComponentLimit = D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT;
	literal float SrgbGamma = D3D10_SRGB_GAMMA;
	literal float SrgbToFloatDenominator1 = D3D10_SRGB_TO_FLOAT_DENOMINATOR_1;
	literal float SrgbToFloatDenominator2 = D3D10_SRGB_TO_FLOAT_DENOMINATOR_2;
	literal float SrgbToFloatExponent = D3D10_SRGB_TO_FLOAT_EXPONENT;
	literal float SrgbToFloatOffset = D3D10_SRGB_TO_FLOAT_OFFSET;
	literal float SrgbToFloatThreshold = D3D10_SRGB_TO_FLOAT_THRESHOLD;
	literal float SrgbToFloatToleranceInUlp = D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP;
	literal int StandartComponentBitCount = D3D10_STANDARD_COMPONENT_BIT_COUNT;
	literal int StandartComponentBitCountDoubled = D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED;
	literal int StandartMaximumElementAlignmentByteMultiple = D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE;
	literal int StandartPixelComponentCount = D3D10_STANDARD_PIXEL_COMPONENT_COUNT;
	literal int StandartPixelElementCount = D3D10_STANDARD_PIXEL_ELEMENT_COUNT;
	literal int StandartVectorSize = D3D10_STANDARD_VECTOR_SIZE;
	literal int StandartVertexElementCount = D3D10_STANDARD_VERTEX_ELEMENT_COUNT;
	literal int StandartVertexTotalComponentCount = D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT;
	literal int SubpixelFractionalBitCount = D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT;
	literal int SubtexelFractionalBitCount = D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT;
	literal int TexelAddressRangeBitCount = D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT;
	literal int UnboundMemoryAccessResult = D3D10_UNBOUND_MEMORY_ACCESS_RESULT;
	literal int ViewportAndScissorRectangleMaximumIndex = D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX;
	literal int ViewportAndScissorRectangleObjectCountPerPipeline = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
	literal int ViewportBoundsMaximum = D3D10_VIEWPORT_BOUNDS_MAX;
	literal int ViewportBoundsMinimum = D3D10_VIEWPORT_BOUNDS_MIN;
	literal int VertexShaderInputRegisterComponents = D3D10_VS_INPUT_REGISTER_COMPONENTS;
	literal int VertexShaderInputRegisterComponentBitCount = D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int VertexShaderInputRegisterCount = D3D10_VS_INPUT_REGISTER_COUNT;
	literal int VertexShaderInputRegisterReadsPerInstruction = D3D10_VS_INPUT_REGISTER_READS_PER_INST;
	literal int VertexShaderInputRegisterReadPorts = D3D10_VS_INPUT_REGISTER_READ_PORTS;
	literal int VertexShaderOutputRegisterComponents = D3D10_VS_OUTPUT_REGISTER_COMPONENTS;
	literal int VertexShaderOutputRegisterComponentBitCount = D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT;
	literal int VertexShaderOutputRegisterCount = D3D10_VS_OUTPUT_REGISTER_COUNT;
	literal int WhqlContextCountForResourceLimit = D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT;
	literal int WhqlDrawIndexedIndexCount2ToExp = D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP;
	literal int WhqlDrawVertexCount2ToExp = D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP;
	literal int MajorVersion = D3D_MAJOR_VERSION;
	literal int MinorVersion = D3D_MINOR_VERSION;
	literal int SpecDateDay = D3D_SPEC_DATE_DAY;
	literal int SpecDateMonth = D3D_SPEC_DATE_MONTH;
	literal int SpecDateYear = D3D_SPEC_DATE_YEAR;
	literal double SpecVersion = D3D_SPEC_VERSION;
};